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---
name: godot-code-review
description: Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls
---
# Godot Code Review
A structured review guide for Godot 4.3+ projects covering GDScript and C#. Work through each checklist section, then produce a review summary using the output template at the end.
> **Related skills:** **godot-testing** for TDD and test coverage, **scene-organization** for scene tree best practices, **godot-optimization** for performance review.
---
## 1. Node & Scene Architecture
- [ ] Each scene has a single, clear responsibility (player, enemy, UI widget, etc.)
- [ ] Inheritance chains are shallow — prefer composition via child nodes over deep `extends` hierarchies
- [ ] Autoloads (singletons) are used sparingly; only truly global state belongs there
- [ ] Node references traverse only to direct children — no `get_parent()` chains
- [ ] `@onready` (GDScript) or `GetNode<T>()` (C#) targets direct children or named paths within the same scene
### Anti-pattern — `get_parent()` chain
```gdscript
# BAD: tight coupling, breaks if the tree changes
func take_damage(amount: int) -> void:
get_parent().get_parent().get_node("HUD").update_health(health)
```
```csharp
// BAD: tight coupling, breaks if the tree changes
public void TakeDamage(int amount)
{
GetParent().GetParent().GetNode("HUD").Call("UpdateHealth", _health);
}
```
### Fix — emit a signal instead
```gdscript
# GOOD: parent/ancestor listens; child stays decoupled
signal health_changed(new_health: int)
func take_damage(amount: int) -> void:
health -= amount
health_changed.emit(health)
```
```csharp
// GOOD: parent/ancestor listens; child stays decoupled
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
public void TakeDamage(int amount)
{
_health -= amount;
EmitSignal(SignalName.HealthChanged, _health);
}
```
---
## 2. GDScript Style
- [ ] Variables and functions use `snake_case`
- [ ] Class names declared with `class_name` use `PascalCase`
- [ ] Constants use `SCREAMING_SNAKE_CASE`
- [ ] All function parameters and return types carry type hints
- [ ] `@export` variables include an explicit type
- [ ] Signal declarations appear at the top of the file, before variables
### Bad — untyped
```gdscript
var speed = 200
var health = 100
func move(direction):
position += direction * speed
func heal(amount):
health += amount
return health
```
```csharp
// BAD: no explicit types, weak contracts
float speed = 200;
int health = 100;
public void Move(object direction)
{
Position += (Vector2)direction * speed;
}
public object Heal(object amount)
{
health += (int)amount;
return health;
}
```
### Good — typed
```gdscript
class_name PlayerController
extends CharacterBody2D
signal health_changed(new_health: int)
signal player_died()
const MAX_HEALTH: int = 100
const BASE_SPEED: float = 200.0
@export var speed: float = BASE_SPEED
@export var max_health: int = MAX_HEALTH
var health: int = max_health
func move(direction: Vector2) -> void:
velocity = direction * speed
move_and_slide()
func heal(amount: int) -> int:
health = mini(health + amount, max_health)
health_changed.emit(health)
return health
```
```csharp
// GOOD: strongly typed, proper C# conventions
public partial class PlayerController : CharacterBody2D
{
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
[Signal]
public delegate void PlayerDiedEventHandler();
private const int MaxHealth = 100;
private const float BaseSpeed = 200f;
[Export] public float Speed { get; set; } = BaseSpeed;
[Export] public int MaxHp { get; set; } = MaxHealth;
private int _health;
public override void _Ready()
{
_health = MaxHp;
}
public void Move(Vector2 direction)
{
Velocity = direction * Speed;
MoveAndSlide();
}
public int Heal(int amount)
{
_health = Mathf.Min(_health + amount, MaxHp);
EmitSignal(SignalName.HealthChanged, _health);
return _health;
}
}
```
---
## 3. C# Style
- [ ] Node scripts use `partial class` to allow Godot source generators to work
- [ ] Methods and properties use `PascalCase`; local variables use `camelCase`
- [ ] `[Export]` properties use `PascalCase`
- [ ] `[Signal]` delegates follow the `<EventName>EventHandler` naming pattern
- [ ] `GetNode<T>()` results are null-checked or cached in `_Ready()` and validated
```csharp
// GOOD
public partial class PlayerController : CharacterBody2D
{
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
[Export] public float Speed { get; set; } = 200f;
[Export] public int MaxHealth { get; set; } = 100;
private int _health;
private AnimationPlayer _animationPlayer = null!;
public override void _Ready()
{
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
// Validate at startup rather than silently failing later
if (_animationPlayer is null)
GD.PushError("AnimationPlayer node not found on PlayerController");
_health = MaxHealth;
}
public void TakeDamage(int amount)
{
_health = Mathf.Max(_health - amount, 0);
EmitSignal(SignalName.HealthChanged, _health);
}
}
```
---
## 4. Performance
- [ ] `get_node()` / `$NodePath` is never called inside `_process()` or `_physics_process()` — always cache with `@onready`
- [ ] `load()` is not called in hot paths — use `preload()` for compile-time loading or cache the result
- [ ] `_process()` is disabled (`set_process(false)`) when the node does not need per-frame updates
- [ ] `StringName` (or `&"string"` literal) is used for comparisons inside `_process()` or tight loops
### Anti-pattern — uncached node lookup in `_process()`
```gdscript
# BAD: get_node() traverses the tree every frame
func _process(delta: float) -> void:
get_node("HUD/HealthBar").value = health
get_node("HUD/Label").text = str(health)
```
```csharp
// BAD: GetNode() traverses the tree every frame
public override void _Process(double delta)
{
GetNode<ProgressBar>("HUD/HealthBar").Value = _health;
GetNode<Label>("HUD/Label").Text = _health.ToString();
}
```
### Fix — cache with `@onready`
```gdscript
# GOOD: resolved once at scene load
@onready var _health_bar: ProgressBar = $HUD/HealthBar
@onready var _health_label: Label = $HUD/Label
func _process(delta: float) -> void:
_health_bar.value = health
_health_label.text = str(health)
```
```csharp
// GOOD: resolved once in _Ready()
private ProgressBar _healthBar = null!;
private Label _healthLabel = null!;
public override void _Ready()
{
_healthBar = GetNode<ProgressBar>("HUD/HealthBar");
_healthLabel = GetNode<Label>("HUD/Label");
}
public override void _Process(double delta)
{
_healthBar.Value = _health;
_healthLabel.Text = _health.ToString();
}
```
### StringName in hot paths
```gdscript
# BAD: new String allocation compared each frame
if animation_name == "run":
pass
# GOOD: StringName literal, no allocation
if animation_name == &"run":
pass
```
```csharp
// BAD: allocates a new StringName each frame
if (animationName == "run") { }
// GOOD: cache StringName as a static field
private static readonly StringName RunAnim = new("run");
public override void _Process(double delta)
{
if (animationName == RunAnim) { }
}
```
---
## 5. Input Handling
- [ ] All actions use Input Map names (Project > Project Settings > Input Map), not hardcoded key constants
- [ ] `_unhandled_input()` is preferred over `_input()` to allow UI controls to consume events first
- [ ] Continuous movement is driven by `Input.get_vector()` / `Input.is_action_pressed()` inside `_physics_process()`
- [ ] Discrete one-shot actions (jump, shoot) are handled in `_unhandled_input()`
```gdscript
# Continuous movement — physics process
func _physics_process(delta: float) -> void:
var direction: Vector2 = Input.get_vector(
&"ui_left", &"ui_right", &"ui_up", &"ui_down"
)
velocity = direction * speed
move_and_slide()
# Discrete action — unhandled input
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed(&"jump"):
_jump()
```
```csharp
// Continuous movement — physics process
public override void _PhysicsProcess(double delta)
{
Vector2 direction = Input.GetVector(
"ui_left", "ui_right", "ui_up", "ui_down"
);
Velocity = direction * Speed;
MoveAndSlide();
}
// Discrete action — unhandled input
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed("jump"))
{
Jump();
}
}
```
---
## 6. Signals & Communication
- [ ] Signals travel **up** the tree (child emits, parent/ancestor connects); method calls go **down** (parent calls child method)
- [ ] Connections are established in `_ready()` or wired in the editor — not in `_process()` or one-off callbacks
- [ ] There are no circular signal dependencies between nodes
- [ ] Signal names use **past tense** to describe what happened
```gdscript
# Good signal names
signal health_changed(new_health: int) # past tense
signal enemy_died() # past tense
signal item_collected(item: ItemData) # past tense
# Bad signal names (present/imperative tense)
# signal update_health(value: int)
# signal die()
# signal collect_item(item: ItemData)
```
```csharp
// Good signal names — past tense, EventHandler suffix
[Signal]
public delegate void HealthChangedEventHandler(int newHealth);
[Signal]
public delegate void EnemyDiedEventHandler();
[Signal]
public delegate void ItemCollectedEventHandler(ItemData item);
// Bad signal names (present/imperative tense)
// public delegate void UpdateHealthEventHandler(int value);
// public delegate void DieEventHandler();
// public delegate void CollectItemEventHandler(ItemData item);
```
```gdscript
# Parent connects to child signal in _ready()
func _ready() -> void:
$Enemy.enemy_died.connect(_on_enemy_died)
$Player.health_changed.connect(_on_player_health_changed)
```
```csharp
// Parent connects to child signal in _Ready()
public override void _Ready()
{
GetNode<Enemy>("Enemy").EnemyDied += OnEnemyDied;
GetNode<Player>("Player").HealthChanged += OnPlayerHealthChanged;
}
```
---
## 7. Resource Management
- [ ] `preload()` is used for resources known at edit time (scenes, textures, audio); `load()` is used for paths resolved at runtime
- [ ] Large or level-specific resources loaded at runtime use `ResourceLoader.load_threaded_request()` to avoid frame stalls
- [ ] Dynamically instantiated nodes are freed with `queue_free()`, not `free()`, to avoid use-after-free crashes
```gdscript
# Compile-time — path is validated by the editor
const BULLET_SCENE: PackedScene = preload("res://scenes/bullet.tscn")
# Runtime — path comes from data
func _load_level(path: String) -> void:
ResourceLoader.load_threaded_request(path)
func _check_load(path: String) -> void:
if ResourceLoader.load_threaded_get_status(path) == ResourceLoader.THREAD_LOAD_LOADED:
var scene: PackedScene = ResourceLoader.load_threaded_get(path)
get_tree().change_scene_to_packed(scene)
# Cleanup
func _on_enemy_died() -> void:
queue_free() # safe — deferred until end of frame
```
```csharp
// Compile-time equivalent — load once in a static field or _Ready()
private static readonly PackedScene BulletScene =
GD.Load<PackedScene>("res://scenes/bullet.tscn");
// Runtime — path comes from data
private void LoadLevel(string path)
{
ResourceLoader.LoadThreadedRequest(path);
}
private void CheckLoad(string path)
{
if (ResourceLoader.LoadThreadedGetStatus(path) == ResourceLoader.ThreadLoadStatus.Loaded)
{
var scene = ResourceLoader.LoadThreadedGet(path) as PackedScene;
GetTree().ChangeSceneToPacked(scene);
}
}
// Cleanup
private void OnEnemyDied()
{
QueueFree(); // safe — deferred until end of frame
}
```
---
## 8. Error-Prone Patterns
| Pattern | Problem | Fix |
|---|---|---|
| `await get_tree().create_timer(t).timeout` after `queue_free()` (GDScript) | The freed node's coroutine is dropped silently: no error, and nothing after the `await` runs, so `is_instance_valid(self)` there never fires | Do must-run work before `queue_free()`; re-check *other* nodes with `is_instance_valid()` after `await`; use `create_tween()` for effects that should die with the node |
| Fragile node paths like `$A/B/C/D/E` | Breaks silently when the scene tree is reorganized | Refactor to direct children + signals, or export a `NodePath` |
| `call_deferred()` used everywhere | Defers are appropriate for cross-frame safety, not a general solution; overuse hides real design issues | Only defer when crossing physics/main thread boundaries or breaking a call cycle |
| `set_physics_process(true)` called inside `_physics_process()` | Redundant call every frame; wastes CPU | Call once at the point you actually want to enable/disable processing |
| Directly setting `position` on a `CharacterBody2D` | Bypasses collision; teleports the body and can cause tunnelling | Use `move_and_slide()` with `velocity`; only set `position`/`global_position` for intentional teleports |
---
## 9. Review Output Format
Use this template when delivering a review:
```
## Code Review — <FileName or Feature>
### Critical
Issues that will cause bugs, crashes, or significant performance problems.
- [ ] <node/line> — <issue> — **Suggested fix:** <fix>
### Improvements
Code quality, style, or maintainability concerns that should be addressed.
- [ ] <node/line> — <issue> — **Suggested fix:** <fix>
### Positive
What the code does well — reinforce good patterns.
- <observation>
---
Reviewed against: Godot 4.3+ best practices
```
### Example
```
## Code Review — PlayerController.gd
### Critical
- [ ] _process() line 42 — `get_node("HUD/HealthBar")` called every frame — **Suggested fix:** Cache with `@onready var _health_bar: ProgressBar = $HUD/HealthBar`
- [ ] take_damage() line 67 — no type hints on parameter or return — **Suggested fix:** `func take_damage(amount: int) -> void:`
### Improvements
- [ ] Line 12 — signal `updateHealth` should be past tense — **Suggested fix:** Rename to `health_changed`
- [ ] Line 8 — `var speed = 200` missing type hint — **Suggested fix:** `var speed: float = 200.0`
### Positive
- Signals are declared at the top of the file
- Constants correctly use SCREAMING_SNAKE_CASE
- `queue_free()` used correctly for cleanup
---
Reviewed against: Godot 4.3+ best practices
```